The Magic Great Axe - A DragonQuest ttrpg adventure note

in #dragonquestyesterday

In The Map Part IV Nabbi was the beneficiary of an ancestral inheritance - a powerfully magical double-bladed great axe equiping her to battle evil beings including dragons.

What was missing from her ancestor’s letter were the many restrictions placed upon the weapon by its makers, including highly skilled Dwarven and Elven smiths as well as an ancient Gold Dragon.

For their part in the forging and shaping of the weapon, and its powerful magics, each of the smiths involved ensured the weapon would only see its most potent powers appear against the strongest of foes with the weapon becoming a simple club when used against ordinary humanoids and even monsters.

See the table below for specific information.

Inherent evil in target

Example of monster/character

Weapon response

Malevolent (inherently evil)

Green and Red Dragons, Greater (and some Lesser) undead.

Adherents of one of the Entities:

  • College of Black Magic

  • College of Necromantic] Conjurations

  • College of Greater Summoning

Full Great Axe abilities able to be utilised:

  • +20 Strike Chance

  • +10 chance of grievous injury and damage effecting endurance

  • +6 additional damage

  • Roles of 99 or 100 miss but do not break weapon nor is weapon dropped

  • Rank 8 Military Scientist

Spells available during combat*;

  • Armour of Earth Spell (Earth S4)

  • Spell of Protection Against Magical Fire (including Dragon fire - Fire G8) Rank 10

Spells available when seeking out and combating evil**:

  • Spell of Healing (Sorceries of the Mind S7) Rank 10 - can be used in the immediate aftermath of battle

  • Wizard’s Eye Spell (Ensorcelments and Enchantments S10) Rank 10

  • Spell of Light (Celestial Magics G2) Rank 10

Rituals available on clear nights outdoors:

  • Ritual of Reading the Stars (Celestial Magics Q1) Rank 10

* Only two spells in this category may be cast in any 24 hour period (midnight-midnight)

** Only two spells in this category may be cast in any 24 hour period (midnight-midnight)

Evil through choice

Humanoid (mostly Human, Half Orc)

Adherent of one of the Entities

Full Great Axe abilities able to be utilised (as above)
Evil as a viable option/Current undertaking is evilHumanoid (mostly Human, Half Orc), Lesser undead

Partial Great Axe abilities able to be utilised

  • +10 Strike Chance

  • +4 chance of damage effecting endurance

  • +2 additional damage

  • Rank 5 Military Scientist

Spells available when seeking out and combating evil:

  • Spell of Healing (Sorceries of the Mind S7) Rank 10 - can be used in the immediate aftermath of battle.

    Can only be cast twice in any 24 hour period (midnight to midnight).

Evil through circumstance (including bad decisions made out character)

OR

Monster tends towards evil but is not necessarily doing evil at the moment

Orcs, Goblins, Hobgoblins, Trolls, Ogres, humanoids

Axe shaft can be wielded as a club (i.e., there is no axe head) with the following abilities able to be utilised

  • +5 Strike Chance

  • +1 additional damage

  • Rank 3 Military Scientist

Spells available when seeking out and combating evil:

  • Spell of Healing (Sorceries of the Mind S7) Rank 10 - can be used in the immediate aftermath of battle.

    Can only be cast twice in any 24 hour period (midnight to midnight)

Not evil by nature or intentMonsters (other than those which are inherently evil), humanoidsAxe shaft can be wielded as a club with no magical enhancements.

Good by nature, intent or circumstance

OR

A Dwarf

Usually humanoids (especially Elves), Faerie, Golden Dragons

Axe shaft can be wielded as a club with no magical enhancements but with:

  • -20 Strike Chance

  • -6 Damage

  • No damage can effect endurance, strikes are unable to cause grievous injuries